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AreWeHuman

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Posts posted by AreWeHuman

  1. *SNIP*

    I've already discussed this backwards and forwards in other threads already created on the topic. Your assumption that I lack vision, is just that, an assumption.

    I don't really care to talk to someone who opens discussion with LOL PVE BALANCE IS FOR NARBS.

    I didn't even read this post tbh.

  2. These missions would be alot easier if they explained everything clearly. I spent nearly an hour on the first spy mission of the game because I had to solo it. I had to refight waves after clearing all of them then having to go back and get all the datapacks. Only to find out I could have picked them all up at the same time.

    well, they prolly don't stack to you... they sure as hell stack to me in the spy missions where I have to collect even more packets...

    edit: missed a thing

    My god. Neither of you get what I am talking about. there are two different kinds of missions where you need data packs in this game. One is a spy mission where you collect them from terminals, these stack with each other. The other is a data upload mission where you plant data in a nav computer. These datapacks DO NOT stack with spy missions. So, on SPY MISSIONS with a DATA UPLOAD BONUS mission on solo, YOU CANNOT CARRY BOTH.

  3. 2. The accuracy listing is false. Even when single clicking to fire 1 bullet at a time the bullets spread just like they would if you held the trigger down.

    Uh... sure...

    4. This is essentially a level based PvE shooter. Gun balance does not have to be like a PvP shooter such as CoD or TF2.

    The its PvE nobalanceplz" arugment isn't going to get less dumb by repeating it more.

    Not to mention I don't think "no PvP" has been explicitly stated. I could be happy to be corrected on this point though. (not entirely true, it'd be kind of sad).

  4. The counter to knockdown is not being where you can be knocked down. At least for now. Personally I don't find that too be too much of a challange and I feel like getting knocked down in a tight spot is a mistake. The effect of mistakes is that you get punished. So it is something that I am ok with balance wise.

    On the sheild bash note, It is longer than it appears to be, yes. I have interrupted the charge with melee weapons other than the furax (i normally use furax for now anyway, but my scindo will be up soon). If I'm not mistaken, a headshot will also stagger them mid-charge. I do wish you could jump over charging sheild bashes however. But that appears to be impossible for the moment.

    So I agree, sheildbash needs some work, mostly because of sloppy frames, but I don't think knockdown should be less of a big deal. If getting knocked down is a death sentance, then you probably did something pretty wrong.

  5. Youre missing my point.

    Its not just about difficulty to use its about damage potential.

    My statent wasnt even about whether or not it would still be too strong or not..

    its about a drop in damage potential.

    1: A 10 meter wide, 100 meter long laser has more damage potential than a 2 meter wise,100 meter long laser.

    Its not debatable its simple math of how many targets are possible to fit within the damage area.

    They actually have exactly the same damage potential. It is entirely possible, with your example to hit an entire level worth of enemies.

    (Your example is actually pretty funny as both 10m and 2m (it might be pretty close to 2m now) are larger width than slashdash even is, which is funny because nerfing the width to 1/5th as in your example would actually nerf it down to less than unitframe, which would frankly look $&*&*#(%&)

    There is nothing stopping you from fitting the same amount of enemies in the 2x100 as the 10x100. Not to mention you aren't accounting for the enemy unitframe. It is not hard to make your unitframe touch their unitframe. The unitframe width of whatever enemy you are trying to hit is effectively increasing your AoE, and the smaller your AoE width is, the more drastic that effect becomes.

    The hallways in this game are not that wide. If slashdashes width was reduced to just unitframe It would still be easy to hit every single enemy in a hallway when taking their unitframes into account. Enemies are not points on a plane, they are geometric objects with area.

    And again, Lets say with reduced AoE slashdash I miss a few targets I normally would've hit. Guess what? I turn around and slashdash again (or more likely, I don't. I probably just killed 7 of 10 guys anyway). I have now spent 50 (not a big deal.) energy to potentially hit more enemies and deal more damage (not to mention being invincible) than I could've with radial jav. for 1/2 the energy cost.

    Slashdash does too much damage for 25 energy. If you nerf the width, the abilities potential for damage IS NOT NERFED.

    2: If you can consistantly hit every enemies in the area with the thin version then perhaps it is too strong of an ability.

    If droping the aoe doesnt bring it down ENOUGH to make it right that is ok.

    But it has still been factually nerfed by shortening its width.

    Yes I can and do. More importantly, I think most players who have put in maybe half the time I have/have actually played video games also can.

    Simply put- It is a nerf. undeniably.

    is it enough of one? that we can still discuss.

    I'm not saying it isn't a nerf. It just isn't an effective one (and when it comes to damage potential, it isn't one at all). It does not lower the abilities potential to deal insane amounts of damage at all. You, for whatever reason, think it would. And feel the need to repeat yourself on this point pretty excessively, but it actually does not. The raw amount of damage the move does to an area is what needs to be changed. This could come in addition to the width being reduced (if you really have such a hard-on for the change), which i have already said. I guess I should REPEAT MYSELF EVERY SINGLE POST and then carry on as if you still aren't getting it (sounds oddly familiar).

    And I'm done with this line of discussion. You may as well be trolling at this point and I'm simply not willing to read another one of your posts where you say exactly the same thing again and act as if I don't get the incredibly simple concept you are presenting, despite my ability to discuss it, in detail, since my first reply.

    +1

    nothing to add

    btw: I dont have an Excalibur

    I'm astounded by the value of your opinion.

  6. I'd like it to be able to put three bullets in the head of my enemy each time I fire the trigger, though that's probably overpowered.

    The scindo pretty much does this at close to mid range. Not that it matters, I don't use it as a headshot weapon anyway. It is a sheild-killing multifiring beast of a pistol though.

  7. *SNIP*

    Again, Making the ability harder to use does not nerf it. Once people get good/better at using it, it is overpowered again.

    I don't get how this is difficult. I hit easily upwards of 70% of the things I go for with slashdash with my unitframe anyway. When I don't it's because they are around a corner a bit. Which is something I like to do out of utility and fun. And if I really tried I could still hit things taking cover just around a corner with my unitframe anyway.

    The move has way too much potential for dealing huge damage to huge amounts of enemies, and reducing the width wouldn't slow me down much at all. I already am usually sitting at max energy most of the time. So guess what if I miss a few dudes because its not as wide? I either just turn around and kill them, because most of whatever group I was going for is probably dead, I just slashdash again, or I just move on.

    If you feel like decreasing the width down the the unitframe would severly hinder your ability to use slashdash effectively, then congrats, you have some improving you can do.

  8. Welcome to the Mod suggestion/discussion thread.

    Have thoughts or suggestions about existing or new possible mods? Post them here.

    Copy pasted from another topic but here are some ideas that i have had.

    Multi-fire seems OP or just overall the mod of choice overall. I think upping the damage to flesh on fire or giving it a burning effect would be good to increase it's damage on the right enemies and free it up from weapon damage reliant-scaling,, make freezes hurt sheilds more and make sheilds more of a thing, maybe make it stop sheild regen for a set amount of time and/or make it slow firing rate/attack spead and remove the movement slow from it and give the slow to electric (it would have to look visually different but i feel like a "shock slow" could work), remove the stunning electric effect (maybe buff electrics damage or something a bit as well), and then make stun better for stunning than electric. Maybe give stunning a proc damage effect. Like not damage you get every time but damage you get when you get the stun effect. There could also be a shred effect like armor pen that reduces armor as units are damaged.

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